Teenage Mutant Ninja Turtles 2

You never know where the Teenage Mutant Ninja Turtles might pop up next. They're on the silver screen, in comic books, and even in your cereal bowl. But best of all, they're on the Game Boy one more time in Teenage Mutant Ninja Turtles II: Back from the Sewers!

Shred Again

That's right, after the Turtles totally trounced the Foot Clan in their first handheld encounter, Shredder and Krang called on the powers that be for a new army and another chance to make shell sandwiches. Konami answered, and Shred-head seized April O'Neil as bait for another turtle trap. Now the bad boys in green are "Back from the Sewers" to stomp the Foot out of existence for good.

Shellback Switcheroos

America's favorite reptilian vigilantes are all here: ban leader Leonardo, wisecracking Raphael, computer wiz Donatello, and that mischievous pizza-monger himself, Michaelangelo. You can choose your favorite each time you beat a level or when you're captured. Rat-Master Splinter also appears occasionally to lend a hand between levels.

Cowabunga Kung Fu

Sewer patrol is no day at the beach for our heroes in a halfshell, so they've mastered new moves fa their second black-and-white brawl. They can still slice-n-dice with their trademark weapons and stick it to the villains with flying karate kicks. Even better, now the dudes can grab and hang on to ceilings a la Strider. They need every advantage in this side-view, 360 degree scrolling fight for the turtle way of life, so snarf pizzas whenever possible. It you complete area without being captured, you'll play a bonus game for points; if one of your buddies is subdued, however, you'll try a different game to rescue him.

The fab foursome sneak through the Foot-soldier infested sewers in Act One, and then wend their way downtown in search of the first big boss bruiser, Rocksteady.

In Act Two the Turtles get their first taste of street skateboarding, very similar to a stage from the arcade game. Don't get tripped up by the skate-heads or blasted by the armed-and-dangerous hovercraft. At the end Bebop the mutant hamster, uh, warthog, is waiting.

Next comes Act Three, a sprawling construction site loaded with pesky Mousers and huge cranes. The elevator shaft is a real rush! Act Four is a vast underground cavern, complete with bouncing boulders and firetraps. Make a run for it, but don't trip up in a crater.

You'll ride floating platforms at the beginning of Act Five. Survive the airborne section and you're off to the building where April is imprisoned.

Sewer surf to the Technodrome in Act Six. Krang's stronghold is a migraine, with enough defenses to put any comic hero into shell shock.

Portable Turtle Power

The latest Game Boy Turtles episode is a noticeable improvement over its predecessor. Now you can move up and down ("into" the background) as well as left and right in many areas. A massive 2 meg program enhances the graphics, which feature oversized, easy-on-the-eyes sprites. Digitized voice is also included, along with decent music and sounds. Gameplay is great as always, and you get unlimited continues. There's even a selectable challenge setting and three different endings!

TMNTII is a rough ridin', hard knockin', terrifyingly terrific Game Boy cart! Whether you're a novice ninja or an experienced martial artist, the Teenage Mutant Ninja Turtles will cowabunga you into blissful oblivion.

ProTips:

Jump when the Act Four spikes are just about to go down. Check the unguarded pits for pizza!

Hit the Sewer Mutant mini-boss when he moves close to the left ledge and then jump to safety before he retaliates.

To ground superfly Baxter Stock-man, stand on the roof, slash when he's close, and leap when he fires up his gun.

Stand just below the rock monster and he can't touch you. Jump when he rolls around the room.

Scrap Shredder by striking and moving away quickly. Stand in the center of the platform when he disappears.

Crush Krang with flying kicks to his brain and run under his big stomp-jump.

To romp Rocksteady, Mock his shots with your weapon and duck under his jumps as you attack.

When a Footskie pokes his head out of a manhole, leap away from the cover he throws and kick in mid-air for the kill.

While each Turtle's weapon-speed and range variesf their damage capabilities are identical. Still, Donatello's Bo is best against bosses because of its long reach.